From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Shield.cpp | 322 ++++++++++++++++++++++++++--------------------------- 1 file changed, 161 insertions(+), 161 deletions(-) (limited to 'Stars45/Shield.cpp') diff --git a/Stars45/Shield.cpp b/Stars45/Shield.cpp index 58d3776..727192d 100644 --- a/Stars45/Shield.cpp +++ b/Stars45/Shield.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 5.0 - Destroyer Studios LLC - Copyright © 1997-2007. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2007. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: Shield.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Shield.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Weapon class + OVERVIEW + ======== + Weapon class */ #include "MemDebug.h" @@ -22,68 +22,68 @@ // +----------------------------------------------------------------------+ static char* shield_name[] = { - "sys.shield.none", - "sys.shield.deflector", - "sys.shield.grav", - "sys.shield.hyper" + "sys.shield.none", + "sys.shield.deflector", + "sys.shield.grav", + "sys.shield.hyper" }; static int shield_value[] = { - 0, 2, 2, 3 + 0, 2, 2, 3 }; // +----------------------------------------------------------------------+ Shield::Shield(SUBTYPE shield_type) - : System(SHIELD, shield_type, "shield", shield_value[shield_type], 100, 0), - shield_cutoff(0.0f), shield_capacitor(false), shield_bubble(false), - deflection_cost(1.0f), shield_curve(0.05f) +: System(SHIELD, shield_type, "shield", shield_value[shield_type], 100, 0), +shield_cutoff(0.0f), shield_capacitor(false), shield_bubble(false), +deflection_cost(1.0f), shield_curve(0.05f) { - name = Game::GetText(shield_name[shield_type]); - abrv = Game::GetText("sys.shield.abrv"); - - power_flags = POWER_WATTS | POWER_CRITICAL; - energy = 0.0f; - power_level = 0.0f; - shield_level = 0.0f; - - switch (shield_type) { - default: - case DEFLECTOR: - capacity = sink_rate = 2.0e3f; - shield_factor = 0.05f; - break; - - case GRAV_SHIELD: - capacity = sink_rate = 7.0e3f; - shield_factor = 0.01f; - break; - - case HYPER_SHIELD: - capacity = sink_rate = 10.0e3f; - shield_factor = 0.003f; - break; - } - - emcon_power[0] = 0; - emcon_power[1] = 0; - emcon_power[2] = 100; + name = Game::GetText(shield_name[shield_type]); + abrv = Game::GetText("sys.shield.abrv"); + + power_flags = POWER_WATTS | POWER_CRITICAL; + energy = 0.0f; + power_level = 0.0f; + shield_level = 0.0f; + + switch (shield_type) { + default: + case DEFLECTOR: + capacity = sink_rate = 2.0e3f; + shield_factor = 0.05f; + break; + + case GRAV_SHIELD: + capacity = sink_rate = 7.0e3f; + shield_factor = 0.01f; + break; + + case HYPER_SHIELD: + capacity = sink_rate = 10.0e3f; + shield_factor = 0.003f; + break; + } + + emcon_power[0] = 0; + emcon_power[1] = 0; + emcon_power[2] = 100; } // +----------------------------------------------------------------------+ Shield::Shield(const Shield& s) - : System(s), shield_factor(s.shield_factor), requested_power_level(0.0f), - shield_cutoff(s.shield_cutoff), shield_capacitor(s.shield_capacitor), - shield_bubble(s.shield_bubble), deflection_cost(s.deflection_cost), - shield_curve(s.shield_curve) +: System(s), shield_factor(s.shield_factor), requested_power_level(0.0f), +shield_cutoff(s.shield_cutoff), shield_capacitor(s.shield_capacitor), +shield_bubble(s.shield_bubble), deflection_cost(s.deflection_cost), +shield_curve(s.shield_curve) { - power_flags = s.power_flags; - energy = 0.0f; - power_level = 0.0f; - shield_level = 0.0f; + power_flags = s.power_flags; + energy = 0.0f; + power_level = 0.0f; + shield_level = 0.0f; - Mount(s); + Mount(s); } // +--------------------------------------------------------------------+ @@ -94,16 +94,16 @@ Shield::~Shield() void Shield::SetShieldCapacitor(bool c) { - shield_capacitor = c; - - if (shield_capacitor) { - power_flags = POWER_CRITICAL; - shield_curve = 0.05f; - } - else { - power_flags = POWER_WATTS | POWER_CRITICAL; - shield_curve = 0.25f; - } + shield_capacitor = c; + + if (shield_capacitor) { + power_flags = POWER_CRITICAL; + shield_curve = 0.05f; + } + else { + power_flags = POWER_WATTS | POWER_CRITICAL; + shield_curve = 0.25f; + } } // +--------------------------------------------------------------------+ @@ -111,25 +111,25 @@ Shield::SetShieldCapacitor(bool c) void Shield::ExecFrame(double seconds) { - System::ExecFrame(seconds); + System::ExecFrame(seconds); - if (power_level < requested_power_level) { - power_level += (float) (seconds * 0.10); // ten seconds to charge up + if (power_level < requested_power_level) { + power_level += (float) (seconds * 0.10); // ten seconds to charge up - if (power_level > requested_power_level) - power_level = (float) requested_power_level; - } - else if (power_level > requested_power_level) { - power_level -= (float) (seconds * 0.20); // five seconds to power down + if (power_level > requested_power_level) + power_level = (float) requested_power_level; + } + else if (power_level > requested_power_level) { + power_level -= (float) (seconds * 0.20); // five seconds to power down - if (power_level < requested_power_level) - power_level = (float) requested_power_level; - } + if (power_level < requested_power_level) + power_level = (float) requested_power_level; + } - if (power_level < 0.01 && !shield_capacitor) { - shield_level = 0.0f; - energy = 0.0f; - } + if (power_level < 0.01 && !shield_capacitor) { + shield_level = 0.0f; + energy = 0.0f; + } } // +----------------------------------------------------------------------+ @@ -137,29 +137,29 @@ Shield::ExecFrame(double seconds) void Shield::Distribute(double delivered_energy, double seconds) { - System::Distribute(delivered_energy, seconds); - - if (shield_capacitor) { - if (shield_cutoff > 0 && shield_cutoff < 0.999) { - float cutoff = shield_cutoff * capacity; - - if (energy > cutoff) - shield_level = (energy-cutoff)/(capacity-cutoff); - else - shield_level = 0.0f; - } - - else { - shield_level = energy/capacity; - } - } - else { - shield_level = energy/sink_rate; - energy = 0.0f; - } - - if (shield_level < 0) - shield_level = 0; + System::Distribute(delivered_energy, seconds); + + if (shield_capacitor) { + if (shield_cutoff > 0 && shield_cutoff < 0.999) { + float cutoff = shield_cutoff * capacity; + + if (energy > cutoff) + shield_level = (energy-cutoff)/(capacity-cutoff); + else + shield_level = 0.0f; + } + + else { + shield_level = energy/capacity; + } + } + else { + shield_level = energy/sink_rate; + energy = 0.0f; + } + + if (shield_level < 0) + shield_level = 0; } // +--------------------------------------------------------------------+ @@ -167,40 +167,40 @@ Shield::Distribute(double delivered_energy, double seconds) double Shield::DeflectDamage(Shot* shot, double damage) { - double filter = 1; - double penetration = 5; - double leak = 0; + double filter = 1; + double penetration = 5; + double leak = 0; - if (shot) - penetration = shot->Design()->penetration; + if (shot) + penetration = shot->Design()->penetration; - filter = 1 - shield_factor * penetration; + filter = 1 - shield_factor * penetration; - if (filter < 0) - filter = 0; + if (filter < 0) + filter = 0; - else if (filter > 1) - filter = 1; + else if (filter > 1) + filter = 1; - if (shield_capacitor) { - if (shield_cutoff > 0 && shield_level < 1e-6) { - leak = damage; - energy -= (float) (damage * deflection_cost); - } + if (shield_capacitor) { + if (shield_cutoff > 0 && shield_level < 1e-6) { + leak = damage; + energy -= (float) (damage * deflection_cost); + } - else { - leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); + else { + leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); - double deflected = damage - leak; - energy -= (float) deflected * deflection_cost; - } + double deflected = damage - leak; + energy -= (float) deflected * deflection_cost; + } - } - else { - leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); - } + } + else { + leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); + } - return leak; + return leak; } // +--------------------------------------------------------------------+ @@ -208,52 +208,52 @@ Shield::DeflectDamage(Shot* shot, double damage) void Shield::SetPowerLevel(double level) { - if (level > 100) - level = 100; - else if (level < 0) - level = 0; - - level /= 100; - - if (requested_power_level != level) { - // if the system is on emergency override power, - // do not let the EMCON system use this method - // to drop it back to normal power: - if (power_level > 1 && level == 1) { - requested_power_level = (float) power_level; - return; - } - - requested_power_level = (float) level; - } + if (level > 100) + level = 100; + else if (level < 0) + level = 0; + + level /= 100; + + if (requested_power_level != level) { + // if the system is on emergency override power, + // do not let the EMCON system use this method + // to drop it back to normal power: + if (power_level > 1 && level == 1) { + requested_power_level = (float) power_level; + return; + } + + requested_power_level = (float) level; + } } void Shield::SetNetShieldLevel(int level) { - if (level > 100) level = 100; - else if (level < 0) level = 0; + if (level > 100) level = 100; + else if (level < 0) level = 0; - requested_power_level = (float) (level/100.0); - power_level = requested_power_level; + requested_power_level = (float) (level/100.0); + power_level = requested_power_level; } void Shield::DoEMCON(int index) { - int e = GetEMCONPower(index); + int e = GetEMCONPower(index); - if (power_level * 100 > e || emcon != index) { - if (e == 0) { - PowerOff(); - } - else if (emcon != index) { - PowerOn(); + if (power_level * 100 > e || emcon != index) { + if (e == 0) { + PowerOff(); + } + else if (emcon != index) { + PowerOn(); - if (power_level * 100 > e) - SetPowerLevel(e); - } - } + if (power_level * 100 > e) + SetPowerLevel(e); + } + } - emcon = index; + emcon = index; } -- cgit v1.1